Favorite Games

I've asked this a few years ago, but it was said that this would be impossible because of how the game was scripted. This was back when the game only existed for the ps2, however. So now I'm wondering, since a PC version exists and has for a year now, if it's possible to mod FFX-2 to be much harder than it is now? I really liked the game when I was a kid, it was challenging at the time... but now I'm not a kid, and the game's ridiculously easy. :\ I wanna play it again, but I can't stand games that are too easy.
Is it possible to reduce Yuna's, Rikku's and Paine's stats by a third or half, or to simply increase the health pool and stats of enemies themselves? I hope nobody minds me asking... I checked the rules, didn't see that it was against to request or suggest a mod. I'd try myself, but I'm really stupid when it comes to scripting and computer languages. ;-;

Patch must be applied to a Mega Man X2 (U), UNHEADERED ROM .
Patching into the wrong version of the ROM will lead to glitches and bugs all over the place.
Mega Man X2: Hard Type
Mega Man X2: New Hard Type is a WIP project - rebalance and stage redesign project for Megaman X2 for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre.
List of changes for the final version:
Level changes: Every single level will be redesigned from scratch. More enemies, completely new, reimagined areas. Upgrades locations completely relocated and others. Note that while this is called "Hard Type", it's simply a reimagine of the old stages with a more competent difficulty curve, and should not be mistagged with names like "Kaizo". Such concepts are out of this project's scope.
Note that this is an Alpha release. Further development of X2 will be done after its sister project, Mega Man X: New Hard Type gets to its final version.
Want to donate? Click here!
Credits:
Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/
justin3009 of the Megaman X9 Forums, for his great help in ASM hacking.
Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you.
BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/
Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread)
Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com
The crew in New Game +. http://www.ngplus.net

Patch must be applied to a Mega Man X (U), UNHEADERED ROM .
There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM.
Patching into the wrong version of the ROM will lead to glitches and bugs all over the place.
Mega Man X: Hard Type
Mega Man X: Hard Type is a rebalance and stage redesign project for Megaman X for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre.
Mega Man X: Soft Type
Mega Man X: Soft Type is a patch included in the download, which features all of the changes listed below, except for the level redesigns. It's a must for players who want to check out a rebalanced verison of the original, without having to play the redesign stages! Think of it as a middle ground between the original, and MMX: Hard Type!
List of changes: Level changes: Every single level has been redesigned from scratch, including bosses arenas. AI changes: Regular enemies, bosses and minibosses have had their AI enhanced, making them more responsive and faster, among other things. Enemy stat rebalances: Enemies have had their HP rebalanced and they usually deal more damage. Player stat rebalances: Ammo has been reduced, and each of the weapon's costs have been rebalanced. Damage done by weapons have been rebalanced as well (The Hadouken isn't a 1-shot anymore), both against regular enemies and bosses. Some weapons had their speed rebalanced. The body upgrade has been nerfed to 25% damage reduction. Other misc changes:
Infinite lives.
Dialogue changes.
Spec mode modified.
Death counter in the pause screen.
Each of the bosses can now be rebattled.
Each of the Maverick stages can be exited without having beaten it first.
Hadouken capsule only requires 1 visit. Doesn't require all stages beaten.
Dash acquired after completing the Intro Stage.
Custom Title.
Other rebalances and small additions.
Want to donate? Click here!
Patch must be applied to a Mega Man X (U), UNHEADERED ROM .
There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM.
Patching into the wrong version of the ROM will lead to glitches and bugs all over the place.
Credits:
Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/
justin3009 of the Megaman X9 Forums, for his great help in ASM hacking.
Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you.
BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/
Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread)
Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com
The crew in New Game +. http://www.ngplus.net

TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements.
Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming.
This is still a work in progress so all feedback is welcome.
For installation instructions and more info check the included Readme file.
Major features:
Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill.
Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices.
Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game.
A full Finishing move rebalance.
Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game.
The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics.
Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire.
Significantly increased the levelling speed of slow skills, like Steal or Parry.
Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks.
Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves.
Many items are easier to acquire, reducing the endgame tedium.
Visual changes to some items, special characters, skills and spells.
Streamlined crafting.
Consolidated changelist available in feedback thread.

Major features:
Equipment offers various bonuses instead of a simple attack and defense progression
Rebalanced classes, stats and spells, almost everything is usable now
Modified formulas that keep even high level techs useful
Expanded inbattle options with running, regular strong attacks and counter techs
Passive MP regeneration with high cost spells: be smart with your magic
Extensive boss AI changes
Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
Increased inventory capacity to 20 per item type instead of 9
Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"

For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way.
Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way:
Re-balance jobs (maybe some stat improvements or downgrades) and job tree
Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams.
Re-balance some of the equipment.
Spells will generally be faster as to avoid being not used for the majority of the game.
Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this)
Get rid of/balance broken shit.
Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?)
Make NPC's controllable.
Implement a Exp/JP ASM hack if needed. Credits to Emmy of course.
EDIT: for now this project is on hiatus, all my focus is currently on an RPG I am making

This patch is a modification of LandonRay's Final Fantasy IX Unleashed 2.0.9 mod.
You can find more information on LandonRay's mod here : http://ngplus.net/InsaneDifficultyArchive/www.insanedifficulty.com/board/index2711.html?/topic/2652-final-fantasy-ix-unleashed-v209/
My patch removes all sources of AP from the game which means that you can't learn any ability.
The only abilities and support abilities that you can use are from your current equipment.
In the original version of the game, some items that could be bought became permanently missable or available in limited quantity after you reached a certain point in the game.
These items have all been added to shops that are still open at the end of the game.
Here is the list of added items :
Treno (Disc 3-4)
Air Racket
Iron Helm
Chain Mail
Daguerreo (Disc 4)
Zorlin Shape
Diamond Armor
Black Mage Village (Disc 4)
Mythril Sword
Diamond Sword
Flame Saber
Rune Blade
Javelin
Trident
Heavy Lance
Obelisk
Mythril Claws
Scissor Fangs
Tiger Fangs
Asura's Rod
Fairy Flute
Hamelin
Octagon Rod
Silver Fork
Silver Gloves
Diamond Gloves
Bandana
Green Beret
Black Hood
Leather Plate
Chain Plate
Mythril Vest
Judo Uniform
Gold Armor
v1.1 Changes
Added items to shops
This patch can only be applied on the original PSX NTSC-U version of the game, it contains both Unleashed 2.0.9 and the No AP mod.
Download link : https://www.mediafire.com/file/ju8sahlnxnehjt9/FFIX+Unleashed+2.0.9+No+AP.zip
To apply the patch you can use ppf-o-matic : http://ngplus.net/index.php?/files/file/24-ppf-o-matic-psx-game-patching-tool/

Major features:
added around 70 new spells, including some physical-like techs that even Guy can learn
learning new spells gives slight increases to stats
modified base stats and growth of characters
stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving
added a true final boss fight with "Guard Daos" after Daos
major overhaul of AI for final Sinistral fights
Retry and Gift Mode are now always available
Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action)
rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each
modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates
CM level is now tied to Maxim's exp/level
modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured
class 4 and 5 CM are much less likely to use regular attacks
CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5
(S) Witch Ring now increases MP as advertised
25% of ATP bonuses from equipment get also added to INT
25% of DFP bonuses from equipment get also added to MGR
note: NOT compatible with vanilla savegames!

Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests!
This hack assumes you're VERY familiar with the original game. The game starts off relatively simple, but after Moleville the difficulty picks up. Looking for a difficult Mario RPG hack? This is it!
Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.

Sid Meier's Civilization is a series that requires no introduction, and its third offering is, in my humble opinion, the greatest of them all. One of my first major modding projects and arguably what set my modding career into motion was fine-tuning the rules of the base game in an attempt to forget that the expansions ever happened. There's not much to say about this one except that it's as balanced as I feel it's ever going to get; have a glance at the readme or the quick reference sheet if you want to know more, or just dive right in and let the Civilopedia be your guide.

A small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game.
The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled.
To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed.
If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!

Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests!
This is the more reasonable version of Super Mario RPG Armageddon. Damage is greatly reduced, FP costs are lower, and battles are in general much easier.
Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.

This is a hack of the original game designed with several primary goals in mind:
Rebalance many aspects of the original game.
Create a gameplay experience that is challenging to veterans of the SMT series.
Add in some fresh new enemies and skills to revitalize the gameplay experience.
This hack is intended for people who have already played (and generally mastered) the original game, and is designed to be played on Hard mode. For those who don’t fit this profile, or don’t want a more challenging experience than the original, then feel free to play on Normal mode.
This download includes a patch with instructions to apply changes to a ROM file of SMT Nocturne. It also includes a patch for the useful Heretic Mansion tool and instructions on where to get it.
Here is a list of features by category. This list is not fully comprehensive, but covers many of the more important changes:
Qualify of Life Enhancements:
Lower quality skills are no longer more likely to transfer in fusions (I’m looking at you, Pester)
Unlearned skills on demons and magatama are no longer hidden
Swapping demons now uses half a press turn
Demons can now swap themselves out
Demons in stock gain 75% of the XP gained in battle (100% with Watchful)
Geis can now be bought in a shop in addition to being won from Puzzle Boy
Shop prices are now only doubled on Hard mode, not tripled
Son’s Oath now gives Dante the Pierce effect
Retreat is now possible (albeit unlikely) in Hard mode
MP pools are increased by 1/3
AoE healing now affects your entire roster, not just the active party
Difficulty Enhancements:
After the earliest areas of the game, new and powerful enemies will show up during full Kagutsuchi
Enemy encounter sets have been enhanced
Enemy scripts have been enhanced
Boss scripts have been selectively altered, and their stats have been increased substantially
The HP of random encounter enemies scales up more over the course of the game
New maximum of 2 -Kaja stacks on the player and 2 -Kunda stacks on enemies
Trafuri is removed
Tetra/Makarakarn now only affect the caster
Estoma’s effectiveness is reduced (until you get Masakados)
Mitama stat bonus cap lowered from +100% to +25% of base stats
Balance Changes:
Physical skills have been improved in the early and mid-game
Magic skills have been improved in the late-game (and magic damage no longer caps)
Pierce now also penetrates Resist/Null for magic skills
HP-based skills now use strength for damage, and their damage output ranges from 60%-100% of normal based on your current HP% (the power of these skills was raised a bit to compensate for this)
Agility and Luck now have much higher impact on the things they effect
Luck now affects the rate of ailments and instant death
Luck now affects critical hit chance
Luck is now the primary factor in magic accuracy (yes, Luck did almost nothing in the original game…)
Dark/Bright Might crit rate reduced to 50%
Might crit rate increased to 30%
Might skills, Drain Attack, and Attack All can now all stack with each other
Drain attack healing increased to 100% of damage dealt
Shock and Freeze can now work on bosses and only last through one physical attack
Tarukaja now affects both physical and magical attacks (Makakaja was repurposed)
Tornado damage reduced from Heavy to Med
MC’s unique Phys skills have been re-tooled and re-balanced (check ‘em out!)
Many new skills have been placed on Magatama
Stat bonuses on Magatama have been generally improved
Magma Axis now treats a target’s Drain Fire or Repel Fire as Void Fire (works with Pierce)
Resistances and skillsets of demons have been rebalanced
Elem Boost skills reduced to +30%
New Skills (and re-works):
Scald: AoE Light-Mid Fire damage. Lowers enemy physical attack.
Laevateinn: Acts as Fire Boost and enhances Surt’s regular Attack
Chill: Single target Light-Mid Ice damage. Inflicts Sukunda.
Cocytus: 3-7 hits of Mid Ice damage. High odds of Freeze.
Niflheim: AoE Mega Ice damage. Lowers enemy evasion.
Zap: Single target Light Elec damage. Extremely high chance of Shock.
Mjolnir: Single target Mega Elec damage. High chance of Shock.
Thunder Reign: AoE Mega Elec damage. Moderately high chance of shock.
Odinson: Passive skill that acts as Elec boost and doubles Shock chance. (unique to Odin)
Dervish: AoE Light-Mid Force damage. Lowers enemy evasion
Panta Rhei: AoE Mega Force damage.
Vayavya: 3-7 hits of Heavy Force damage. Low odds of Stun.
Antichthon: Single target Heavy Almighty damage. Inflicts Debilitate.
Last Word: Single target Severe Almighty damage. Uses all remaining press turns.
God’s Curse: AoE Med-Heavy Almighty damage. Inflicts random Curse/Nerve ailments.
Sol Niger: AoE Heavy Almighty damage. Dekaja effect.
Babylon Goblet: Sukunda effect. Mid odds of Panic.
Soul Drain: Drains HP&MP from the enemy. (More powerful than Life Drain / Meditate)
Fang Breaker: Single target Light Phys damage. Tarunda effect.
Akasha Arts: Single target Heavy Phys damage. Greater damage with lower HP%.
Primal Force: Single target Severe Phys damage. Cannot crit without Shock/Freeze.
Skull Cleave: Single target Heavy Phys damage. Rakunda effect.
Chi Blast: AoE Light Phys damage. Low accuracy, high crit rate.
Earthquake: AoE Mega Phys damage. High accuracy, low odds of Stun. Cannot crit without Shock/Freeze.
Gate of Hell: AoE Heavy Phys damage. Low odds of Petrify.
Poison Arrow: 3-5 hits of Light Phys damage. Low odds of Poison.
Bloodbath: 3-5 hits of Mid Phys damage. Low accuracy, high crit rate.
Sakura Rage: 3-5 hits of Mid Phys damage. Low odds of Charm.
Amrita: Heals all ailments on the party.
Cadenza: Increases accuracy and magic attack.
Heat Riser: Grants all -kaja effects twice to one target.
Luster Candy: Grants all -kaja effects to the party. (AVAILABLE AS CONSUMABLE ITEM ONLY)
Anti-Magic: Grants Fire/Ice/Elec/Force resistance.
Anti-Ailments: Grants Nerve/Curse/Mind resistance.
Void Ailments: Grants immunity to Nerve/Curse/Mind.
Unshaken Will: Grants 2x resistance to Nerve/Curse/Mind/Death/Expel.
Magic Boost: Acts as Fire/Ice/Elec/Force Boost.
Arms Master: Halves the HP cost of physical skills.
Tips:
The XP gain on player demons not participating in battle and the half turn cost to swap them in makes using more than 4 demons much more powerful than in the original game. Use this to your advantage, and think beyond your 4 active party members.
Be mindful of helpful consumables that can be purchased from Rag’s Jewelry.
If a non-boss battle is going poorly: see if you have a Smoke Ball to use.
v1.1 Changes:
1st Person view no longer requires New Game+
Patra/Me Patra now cures Charm
Spectre (round 1) toned down a bit
Various minor to moderate bugs have been fixed
v1.2 Changes:
Fixed a bug with enemy HP-based Phys damage
Fixed a bug where ailments would sometimes have lower landing rates than intended
v1.3 Changes:
Fixed a bug where Summon would fail after using Counter
v1.4 Changes:
Fixed a bug related to Counter/Retaliate/Avenge
Fixed a bug with Last Resort
Fixed a bug with Babylon Goblet’s Panic effect not working
Fixed a bug where Full Kagutsuchi encounters wouldn’t show up in the certain rooms in a few areas
Anti-Elem skills now remove “Weakness”
Altered a special encounter in the Third Kalpa due to grapical limitations
Reworked some early game Full Kagutsuchi encounters and gave all of them the special music
Removed Akasha Arts from Scathach (she can’t inherit Phys)
Gave Scathach resist Ice
The following bosses made a bit less difficult: Sakahagi, Mother Harlot, Spectre (round 1)
v1.5 Changes:
Various lesser bug fixes
Gameplay and Development Videos

Difficulty and Rebalance mod for Golden Sun: The Lost Age.
What's New in Version 1.0009 (See full changelog)
- Fixed Mia's EXP tables. She should level to 99 now and there is no need to restart your save file.
~You just need to kill a monster and she should level just fine

Major features:
added around 70 new spells, including some physical-like techs that even Guy can learn
learning new spells gives slight increases to stats
modified base stats and growth of characters
stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving
added a true final boss fight with "Guard Daos" after Daos
major overhaul of AI for final Sinistral fights
Retry and Gift Mode are now always available
Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action)
rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each
modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates
CM level is now tied to Maxim's exp/level
modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured
class 4 and 5 CM are much less likely to use regular attacks
CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5
(S) Witch Ring now increases MP as advertised
25% of ATP bonuses from equipment get also added to INT
25% of DFP bonuses from equipment get also added to MGR
note: NOT compatible with vanilla savegames!

So, as those of you in Discord may know, @Kjata has begun work on a new Final Fantasy IX mod. Right now it's kind of a brainchild, but we hope to have something out within a few months. Since I don't start work for a few weeks, I'll be helping him out with some of the legwork.
Some ideas we've already been looking at:
Rework damage curve
Rework level curve
Rework passive skills
Remove fixed damage abilities
If you've got any ideas, feel free to post them in this thread! Though we may not use everything, we will take it into consideration if we feel it's a good idea!

Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all?
This is not complete (about 1/4 - 1/3 done) but the part that is done is fully playable.
http://jmp.sh/hSQ54Mw

Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all?
This is a long player level (20x20 map) with internal scripting.
Version 0.04 changes:
1. Game is now 99% stable! All sections have been tested except for part of a very hard secret section. Everything works as intended in these sections except for one cutscene which just doesn't show up for some unknown reason, and some weirdness with a scene in the secret section.
2. Toned down a lot of stupidly difficult rooms, such as those in the green ? section.
3. Fixed a few rooms that were impossible due to broken scripts, poor platform placement, etc. Everything in the normal part of the game is now possible.
4. Hellevator section is now possible! Moderately hard but loads of fun. Unfortunately the special scene (which is supposed to trigger upon beating it) doesn't show up and the characters just stand there.
5. First part of the secret section has been confirmed as possible. This is HARD (I died 1767 times in testing this). Haven't tested after that point in the secret section yet though.

Welcome to Ivalice! This isn't the same Ivalice you may have remembered from Vanilla FFT. So forget *almost* everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game.
Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several r/s/m abilities, innate status, status/elemental resistances, etc.
Due to several changes in the mod, it's a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. If this is your first time playing a FFT mod, don't give up! It can be tough to learn at first because it's something you're not used to. Encounters have been balanced to help break bad habits taught from vanilla. If you're a vet from another mod/vanilla challenge runs, the AI hasn't been changed so you can still abuse it in many of the same ways.
The #1 advice I can give any player starting out on the mod is to tooltips everything. (Press the help button over anything you want to tooltips) Literally, everything that is possible to be tooltipped (with the exception of skillset names which I'm not too sure what to put there except maybe flavor text later) now has a tooltips that tells you what you need to know. All moves have relevant flags listed. All items list the item's effect. Class/monster names list innates and where you can get them if they're recruitable. All tooltips that were wrong in vanilla have been corrected (including zodiac signs and things no longer relevant to the game). Named characters have a quote - some drop hints, while some aren't exactly serious... Many of these flags/effects/innates have been changed from vanilla so when in doubt, check the tooltips. If you see any inconsistencies in what is written on a tooltips and what something's actual effect is, let me know immediately!
The #2 advice I can give any player starting out is to pay attention to everything. Things that you might have not paid attention to before, such as the CT bar, how many turns an attack takes to charge, status weaknesses, etc. become relevant in the game. Paying deep attention to stuff like how reflect and silence affects the AI, which units have a way to revive, CT on just about anything, etc. will help you learn both the AI and the basic mechanics of the game faster.

Difficulty & Rebalance mod for Golden Sun by Vanish Mantle.
What's New in Version 1.0.1.R (See full changelog)
1.0.1.R Changelog
- Fixed some minor issues and bugs
~ This should be the final version of FS
1.0.1.L Changelog
- All Armor can now be equipped by everyone minus exclusives like certain shields and dresses.
- Massive Revamping of Crossbone Isle to contain tough and challenging Boss fights
- Pheonix Soul now no longer heals 30% of Garet's HP. It now is a revive skill that targets the whole part and can heal for 100HP.
~ Revives party members back to 50% HP
- Bind lost it's 100% accuracy and now costs 2PP but can hit up to 3 targets.
- Added a new item that can seal Psynergy 100%. Psyphon Plume, it is a rare item and is dropped by some Bosses and monsters that are end game.
- Boosted Mia's Aqua Rift, It is now her strongest single target skill.
- Ether Flames is nerfed and now no longer targets all. It now only targets 1 character.
- Pyroclasm now can inflict death.
- Added over 50 unique skills for Boss Type characters.
~ Menardi now has a new skill Sacred Ashe, a healing technique that heals 800HP and boosts attack by 25% to the party.
~ Supernova on Menardi's skillset was swapped for Pyroclasm
~ Saturos now 2 new unique skills Ashe Flames and Heat Field. Ashe Flames decreases damage by 90% to all allies and Heat Field doubles agi.
~ Planet Diver and Pyroclasm added to Saturos's Skill set.
- Fusion Dragon's Unique Skills have all been buffed significantly.
~ Outer Space's power has been raised from 200 to 600
~ Evil Blessing has been Changed from 80 Diminishing base Damage to 80 Added Damage.
~ Dragon Driver's power has been raised from 120 to 360
~ Drain Fang change from effect only to Base Damage and a power change from 80 to 700
~ Deadly Gas's power changed from 20 to 475 Diminishing Base Damage
~ Severe Blow's power change from 1.2 multiplier to 1.5 multiplier and now targets 3 rather than 1
- Toadanpa gained Aqua Rift as a skill and drops a Cleric's Ring
- Cleric's Ring now adds 40 luck and gained PP x 0.3
- Rebalanced a few Weapons and armor. See the topic here for specifics on equips [Link]
- Ivan will come with 3 WoLs when you meet him in Vault which should keep players from having to hunt for them out side of Vale/Vault.
~ If more WoLs are needed zombies still drop them at the same rate as in previous versions.G
- Fixed glittering tiara to actually give Mia Torrent.
- Able to transfer Items over to TLA upon Completion of the game. Look for the Beta Release of RS soon.
- Luck of several bosses has been raised to make them withstand statuses.

Patch must be applied to a Mega Man X (U), UNHEADERED ROM .
There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM.
Patching into the wrong version of the ROM will lead to glitches and bugs all over the place.
Mega Man X: NEW Hard Type
Mega Man X: New Hard Type is a WIP retake of the Mega Man X: Hard Type mod. It greatly expands the scope of the project with the addition of new modding tools that allow more radical redesign of the levels.
List of changes for the final version:
Level changes: Every single level will be redesigned from scratch. More enemies, completely new, reimagined areas. Upgrades locations completely relocated and others. Note that while this is called "Hard Type", it's simply a reimagine of the old stages with a more competent difficulty curve, and should not be mistagged with names like "Kaizo". Such concepts are out of this project's scope.
Gameplay rebalances:
Upgrades get a few more uses for further rebalance between them.
X starts the game with dash enabled.
Leg Upgrade allows for higher jump height, and decreased wall slide speed. When combined with the Arm Upgrade, it also allows for faster ladder climbing.
Head Upgrade recovers half of a SubTank's capacity each die X dies.
Body Upgrade now only reduces 25% of incoming damage.
Arm Upgrade functions the same as the original: Enables third level charge of the buster and allows for special weapons charging.
Hadouken is not longer a 1-shot and it's easier to fire / land. Details to come.
Zero gives an upgrade to X after the Vile battle. No spoilers.
Other gameplay rebalances.
X gets a SubTank for every 2 SubTank Pieces. By grabbing all 4 SubTank Pieces, you get 2 SubTanks total. SubTank Piece Counter added in the pause screen.
Infinite Lives. Death Counter up to 999 added in the pause screen.
Weapon speeds get rebalanced. Weapon damage gets rebalanced. Weapon usage cost gets rebalanced. Duration of Sting Chameleon's charged attack gets rebalanced (Yes, I typed that separatedly).
Invincible frames after hit are slightly reduced (emphasis on the word slightly).
Health drop rates are unchanged.
"Spec Mode" (Little button in the bottom left in the Select Stage screen) now includes difficulty labels for all stages, so the player can pick a stage with the difficulty they want most. They also include the upgrades in the stage as well.
Stages can be exited at any given time, with no need to beat them first. Only notable exception is Highway Stage (since it's the Intro Stage).
Enemies get their fair rebalance, as well.
Enemies get faster and more reactive.
Enemies deal more damage.
Enemies are more grouped and better synergized.
Enemies drink your tears.
Want to donate? Click here!
Patch must be applied to a Mega Man X (U), UNHEADERED ROM .
There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM.
Patching into the wrong version of the ROM will lead to glitches and bugs all over the place.
Credits:
Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/
justin3009 of the Megaman X9 Forums, for his great help in ASM hacking.
Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you.
BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/
Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread)
Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com
The crew in New Game +. http://www.ngplus.net

By far my most ambitious project to date, Brave New World began as a joint effort between myself and a coder by the name of Synchysi to completely overhaul perhaps one of the most beloved entries in the long-running Final Fantasy series. It's since grown into a massive community project that's exceeded every expectation I could have possibly dreamed of. The end result is the product of hundreds upon thousands of man-hours from dedicated fans and something I am extremely proud to have been a part of.
Brave New World features...
Individualized spell lists and multiple stat growth options for each character
Re-coded formulas that promote diversity and allow stats to function as they should
Completely rebalanced equipment, items, spells, and skills - and brand-new enemies to use them on
Fixes for all major (and most minor) bugs along with a vast multitude of quality-of-life enhancements
A new script that builds on existing characterization while remaining true to the spirit of the original
...much more!
But even though much has changed, I think one player who blogged about our mod put it best when he wrote, "...the goal seems to be to celebrate what makes FFVI the game it is, rather than undoing it and making an entirely new game out of it." Beyond all else, Brave New World is everything I feel that Final Fantasy VI could have been had Squaresoft had all of the time and resources available to them that we have today. And now, thanks to the efforts of the amazing community that has grown around this mod, it finally has the chance to be exactly that.
(If you're looking for my modder's resources for FF6, go here.)